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Messages - OnyxShadow

#1
Really need a way to force colonists to eat/sleep.

It really sucks to have a colonist that is so hungry that he's literally about to lose his mind, but he refuses to go grab a tray.
#2
General Discussion / Re: Reproduce
May 23, 2014, 08:46:08 PM
I like this idea although I'd suggest that accelerated pregnancy/aging would be ideal from a gameplay perspective. We already have days that last just long enough to walk about 300 meters. :)
#3
General Discussion / Re: Key stats for characters
May 23, 2014, 08:40:27 PM
Having a good mix of skill sets seems ideal to me.

I usually try to get at least one colonist who has good social, one with cooking, and one with double flame research. Beyond that, I go for as much mining, construction, growing, and shooting skill as I can get.

I avoid manual dumb colonists like the plague. If I can save someone who crash landed but is manual dumb I let them die. Same pretty much goes for any colonists with too many dead skills.
#4
I watched about 10 hours of this game on Youtube before actually playing it so I had some advantages. So far I haven't actually had a colony fail. I usually start a new game when raiding parties stop showing up.
#5
Quote from: Headshotkill on April 27, 2014, 12:56:23 PM
I don't have alot of problems with it...

Have you not been to the late game (Day 100+), or do you have a unique way of dealing with burying dozens of bodies every few days?
#6
General Discussion / Re: Problem with Traders
April 29, 2014, 03:10:19 PM
The Big Bang mod seems to remedy this somewhat. For instance, it allows you to package your produce and sell it to multiple types of merchants.
#7
General Discussion / Re: How to publicize RimWorld
April 29, 2014, 03:08:45 PM
Someone already mentioned Twitch, and I actually watch several gamers who play these type of games and have a good number of followers. LethalFrag, CobaltStreak, and Tornis have all played similar games (including alphas and betas) and have periodically even brought the game creators and devs on stream via Skype while playing.
#8
General Discussion / Re: Rock walls+ easy to get mad
April 29, 2014, 03:04:48 PM
You probably have other issues than distance from base causing colonist distress. Check their thoughts and fix the other issues. In a pinch, you can force a colonist home more or less by unassigning them from all tasks (really need a way to force them to eat/sleep if they can't even manage to do that right).
#9
Bugs / Re: Can't put out fires!
April 26, 2014, 06:12:54 PM
That's it.

This is kinda embarrassing since I've been playing this game for months and somehow never had thing happen before. Still, its a bit unintuitive at the moment since there is no indication for why it doesn't work. I'm not sure what the best solution is to make this apparent to new players (or experienced ones whose brains have vanished). Are home zones a part of the tutorial guide that pops up occasionally?
#10
Bugs / Can't put out fires!
April 26, 2014, 05:58:35 PM
I just had a Randy Random game come to a sudden and rather unfortunate halt. My base was on fire, and I could not put it out. Two colonists were assigned to firefighting, but they refused to do it just letting the entire base go up in smoke. I couldn't manually tell them to go to the fires, and even though it was the #1 priority, they just wandered off doing other things. Grrrr!
#11
Every time the cavemen decide to attack me I groan a little bit. Inevitably, it will be yet another raid with twice as many bodies and basically zero loot to show for it. I gave up on trying to be friends with them because it costs like 2000 silver per tribe and one stray bullet nullifies all previous goodwill. Just before quitting for the day my 9-person colony was attacked twice in three days by tribals, and I was left to go through the tedium of disposing of very nearly 100 corpses. Not fun.
#12
Same thing here. You'd think a king's ransom would outweigh a stray bullet, but I guess not.
#13
General Discussion / Re: how do you remove carpet?
April 16, 2014, 12:10:43 PM
Without a mod I don't think you currently can "remove" carpet. However, it seems that you can change your flooring to something else.
#14
General Discussion / Re: turret raid spawn increase?
April 16, 2014, 12:09:31 PM
Its interesting. In my only Alpha 3 run so far I had increasingly large raids prior to getting more than 3 colonists, and the raids increased in size without an increase in my turret defenses. So something else is in play than just colonists + turrets = raid size. I wanted to try to keep my colony smaller and see if I really could stick with smaller raids since I've already done the huge colony with mass turrets thing tons of times.
#15
Expanding on the pathfinding: one of the most noticeable instances of this is when I assign mining a line between two areas. Colonists will mine one segment of one side, walk around to the other side and mine a single tile, walk back around and do another single tile, and so on. Hopefully that helps identify the underlying cause.